layout(binding = N) is equivalent to calling glUniformBlockBinding(_,N).
This currently only handles the GLSL 1.40 case - no interface names, no
arrays of uniform blocks. This is okay since we don't yet support GLSL
1.50, and don't expose ARB_shading_language_420pack in ES 3.0.
v2: Move into the other function; use binding, not constant_value.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Paul Berry <stereotype441@gmail.com>
}
}
}
+ } else if (storage->block_index != -1) {
+ /* This is a field of a UBO. val is the binding index. */
+ for (int i = 0; i < MESA_SHADER_TYPES; i++) {
+ int stage_index = prog->UniformBlockStageIndex[i][storage->block_index];
+
+ if (stage_index != -1) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+ sh->UniformBlocks[stage_index].Binding = binding;
+ }
+ }
}
storage->initialized = true;